The development blog of the Indie game, Malevolence: The Sword of Ahkranox.

Please note that all screen shots displayed in this blog are works in progress and in no way represent the appearance of the final game. Check out the main site here.

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Sunday, August 21, 2011

Updated Forestation

So we've spent a few more hours working at perfecting the procedural forest generation, with the following result:

The engine creates this world segment by first generating a height map based on the co-ordinates of the player that looks a little something like this:

Then, based on the height information it receives, it creates a texture file based around the current biome that the player is in:

Once this has been done, it creates the 3D ground and textures it underneath the player. Once this has been done, the players co-ordinates are used to generate the trees, shrubs, etc, around the player and you get the end result: